OpenGL exclusive mode fullscreen
c++, opengl, winapi, windows
Solution
If you are willing to let GLUT do the windowing tasks for you, you can look here: Full screen in openGL
If you want to go into WIN32 detail by yourself you can do the following:
#include <stdlib.h>
#include <Windows.h>
#include "glew.h"
#include <gl/GL.h>
#include <gl/GLU.h>
int main()
{
HWND hwnd;
HDC hdc;
int pixelFormat;
PIXELFORMATDESCRIPTOR pfd;
// First create the full screen window
hwnd = CreateWindowEx(
0 ,"STATIC","", WS_VISIBLE|WS_EX_TOPMOST,
0,0,640,480, 0, 0, GetModuleHandle(NULL), 0
);
WINDOWPLACEMENT g_wpPrev = { sizeof(g_wpPrev) };
DWORD dwStyle = GetWindowLong(hwnd, GWL_STYLE);
MONITORINFO mi = { sizeof(mi) };
if (
GetWindowPlacement(hwnd, &g_wpPrev) &&
GetMonitorInfo(MonitorFromWindow(hwnd,MONITOR_DEFAULTTOPRIMARY), &mi)
) {
SetWindowLong(hwnd, GWL_STYLE, dwStyle & ~WS_OVERLAPPEDWINDOW);
SetWindowPos(
hwnd, HWND_TOP,
mi.rcMonitor.left, mi.rcMonitor.top,
mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
SWP_NOOWNERZORDER | SWP_FRAMECHANGED
);
}
// Describe the pixel format
memset(&pfd,0,sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
// Create the device context and rendering context
hdc = GetDC(hwnd);
pixelFormat = ChoosePixelFormat(hdc,&pfd);
SetPixelFormat(hdc,pixelFormat,&pfd);
HGLRC rendering_context = wglCreateContext(hdc);
BOOL rc = wglMakeCurrent(hdc, rendering_context);
GLenum err = glewInit();
if (GLEW_OK != err) { /*do something*/ }
// Paint the back buffer red
glClearColor(1,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
// Show on screen
rc = SwapBuffers(hdc);
while (1)
{
// Do something ...
}
return 0;
}
Problem
DirectX allows an application to take exclusive hold of a GPU and the monitor its content is sent to. This is referred to as fullscreen. When using OpenGL, fullscreen is activated using `ChangeDisplaySettings(&dv, CDS_FULLSCREEN)`. However, the result of this is a "fake" fullscreen - a fullscreen window. There are a few differences in how the two behave, particularly when alt-tabbing out of focus. Is there a way to create a window in fullscreen the way DirectX does it using only the Win32 api and OpenGL, or is this a feature exclusive to DirectX?